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prop_russell_headset

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prop_russell_headset is a point entity available in Half-Life: Alyx Half-Life: Alyx.

Russell's headset that the player can pick up and put on.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Model (model) <model path>
models/props/choreo_office/headset_prop.vmdl

Glow:

Glow State (glowstate) <choices> (only in Left 4 Dead 2)
  • OFF
  • +use
  • look-at
  • ON
Glow Range (glowrange) <integer> (only in Left 4 Dead 2)
Range at which the glow becomes visible. 0 means always visible.
Glow Range Min (glowrangemin) <integer> (only in Left 4 Dead 2)
Range at which the glow stops being visible. 0 means always visible.
Glow Color Override (R G B) (glowcolor) <color255> (only in Left 4 Dead 2)
Change the render color of the glow.
Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices
  • 0: ("Low" formincpulevel, "High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices
  • 0: ("Low" formingpulevel, "Very High" formaxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
See also:  cpu_level / gpu_level convars

BreakableProp:

Explosion Damage (ExplodeDamage) <float>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
Explosion Radius (ExplodeRadius) <float>
If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
Sound to make when punted (puntsound) <sound> (in all games since Half-Life 2: Episode One)
Sound to make when punted by gravity gun.
Break Model Message (BreakModelMessage) <string>
"If set, will use this break model message instead of the normal break behavior."
Confirm:Is this new with Source SDK 2013...? It isn't in Alien Swarm or 2007 code but is in 2013. New with L4D?

Breakable (common):

Performance Mode (PerformanceMode) <choices>
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Choices
  • 0: Normal
  • 1: No Gibs
  • 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
  • 3: Reduced gibs
Min Damage to Hurt (minhealthdmg) <integer>
If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
Pressure Delay (PressureDelay) <float>
Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
Health (health) <integer>
How close to breaking the object is.
Maximum Health (max_health) <integer>
Health cannot exceed this amount.
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Breakable By (BreakableType) <choices> (only in Left 4 Dead series)
Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks

HL:A BasePropPhysics:

Min Damage to Hurt (minhealthdmg) <integer>
The prop will ignore any damage events if the damage is less than this amount.
Shadow Cast Distance (shadowcastdist) <integer>
Physics Impact Damage Scale (physdamagescale) <float>
Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.
Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.
Impact damage type (Damagetype) <choices>
Value Description
0 Blunt
1 Sharp
Damaging it Doesn't Push It (nodamageforces) <choices>
Used to determine whether or not damage should cause the brush to move.
Value Description
0 No
1 Yes
Accept damage from player held objects (acceptdamagefromheldobjects) <boolean>
Set to true so the player can bash this with held props.
Scale Factor For Inertia (inertiaScale) <float>
Scales the angular mass of an object. Used to hack angular damage and collision response.
Mass Scale (massScale) <float>
A scale multiplier for the object's mass.
Health Level to Override Motion (damagetoenablemotion) <integer>
Health Level to Override Motion" : 0 : "If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.
Physics Impact Force to Override Motion (forcetoenablemotion) <float>
If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion.
Sound to make when punted (puntsound) <sound>
AI AddOn (addon) <string>
If specified this object will use this addon behavior when installed in a composite AI
interactAs ([todo internal name (i)]) <string>
comma-separated list of interaction layers
Force Nav Ignore (forcenavignore) <boolean>
If set, NPCs will ignore this prop when navigating.
Force NPC Exclude (forcenpcexclude) <boolean>
If set, NPC movement will ignore this prop
Auto Convert back from Debris (auto_convert_back_from_debris) <boolean>
If set, this prop will automatically convert back to interactive debris after coming to rest as Debris.
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

CanBeClientOnly:

Create Client-Only Entity (clientSideEntity) <choices>
Is the entity client-side only?
Value Description
0 No
1 Yes

Studiomodel:

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Tip.pngTip:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (in all games since Alien Swarm) (also in Source 2013)
A multiplier for the size of the model.
Tip.pngTip:In Hammer++ Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding Shift will scale it in smaller increments of 0.05.
Bodygroup (body / SetBodyGroup) <integer>
Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note.pngNote:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning. May be overridden by game code.
Lighting Origin (lightingorigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin or $illumposition.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.

Flags

HLA BasePropPhysics:

  • 1: Start Asleep.
  • 2: Don't take physics damage.
  • 4: Debris - Don't collide with the player or other debris.
  • 8: Motion Disabled.
  • 64: Enable motion when grabbed by gravity gun.
  • 128: Not affected by rotor wash.
  • 256: Generate output on +use.
  • 512: Prevent pickup.
  • 1024: Prevent motion enable on player bump.
  • 4096: Debris with trigger interaction.
  • 8192: Force non-solid to players
  • 32768: Enable +use glow effect
  • 1048576: Physgun can ALWAYS pick up. No matter what.
  • 16777216: Important Gravity Glove target.

Inputs

Glow:

StartGlowing  (only in Left 4 Dead 2)
Turn on glow effect for this prop.
StopGlowing  (only in Left 4 Dead 2)
Turn off this prop's glow effect.

BreakableProp:

Break
Breaks the breakable.
SetHealth <integer>
Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth <integer>
Adds health to the breakable.
RemoveHealth <integer>
Removes health from the breakable.
physdamagescale <float>
Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
EnablePhyscannonPickup
Makes the breakable able to picked up by the gravity gun.
DisablePhyscannonPickup
Makes the breakable not able to picked up by the gravity gun.
EnablePuntSound  (in all games since Half-Life 2: Episode One)
Allow this prop from playing its Punt Sound sound when punted by the gravity gun.
DisablePuntSound  (in all games since Half-Life 2: Episode One)
Prevent this prop from playing its Punt Sound sound when punted by the gravity gun.
Studiomodel:
Skin <integer>
Changes the model's skin to the specified number.
SetBodyGroup <integer>
Set the model's body group.
AlternativeSorting <boolean>
Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
SetModelScale <string> (in all games since Alien Swarm) (also in Source 2013)
Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning.pngWarning:Negative or extremely high values can cause crashes!

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
ToggleDraw:
DisableDraw  (in all games since Portal 2)
Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
EnableDraw  (in all games since Portal 2)
Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.

HLA BasePropPhysics:

Wake
Wake up this physics object, if it is sleeping.
Sleep
Put this physics object to sleep. It will wake if given the Wake input, or if force is applied to it. Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this.
EnableMotion
Enable physics motion/collision response.
DisableMotion
Disable physics motion/collision response.
EnablePickup
Enable player pickup of this prop.
DisablePickup
Disable player pickup of this prop.
DisableFloating
Disable fluid/floating simulation to reduce cost.
SetBodyGroup <string>
Sets bodygroup. Format is <BodygroupName,index>
physdamagescale <float>
Set the Physics Impact Damage Scale for this character. NOTE: 0 means this feature is disabled for backwards compatibility.
EnableDamageForces
Damaging the entity applies physics forces to it.
DisableDamageForces
Damaging the entity does *not* apply physics forces to it.
EnablePuntSound
Allow this prop to play its own sound when punted.
DisablePuntSound
Prevent this prop from playing its own sound when punted.
SetAutoConvertBackFromDebris <boolean>
Set whether or not this prop should automatically convert back to interactive debris after it comes to rest as debris.
AddAttribute <string>
Add an attribute with a value of 1.
RemoveAttribute <string>
Remove an attribute.

VScript:

CallPrivateScriptFunction <string>
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction <string>
Calls a script function in the global script scope.

Outputs

OnPutOnHeadset
Fired when headset is put on.
Studiomodel:
OnIgnite
Fired when this object catches fire.

BreakableProp:

OnBreak
Fired when this object breaks. !activator is whatever breaks the object.
OnHealthChanged <float>
Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.
OnTakeDamage
Fired when damage is taken.
OnPhysCannonAnimatePreStarted
Fired when prop starts its ACT_PHYSCANNON_ANIMATE_PRE activity. Caused by the object being picked up by the gravity gun.
OnPhysCannonAnimatePullStarted
Fired when prop has started its ACT_PHYSCANNON_ANIMATE activity. ACT_PHYSCANNON_ANIMATE_PRE plays once, then ACT_PHYSCANNON_ANIMATE starts looping.
OnPhysCannonDetach
Fired when prop has started its ACT_PHYSCANNON_DETACH activity (caused by the gravity gun ripping it from a wall).
OnPhysCannonAnimatePostStarted
Fired when prop has started its ACT_PHYSCANNON_ANIMATE_POST activity (caused by the player letting the prop go from the gravity gun).
OnPhysCannonPullAnimFinished
Fired when prop has finished all gravity gun-related animations.

HLA BasePropPhysics:

OnMotionEnabled
Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input.
OnAwakened
Fired when this entity becomes awake (collision/force is applied to it while it's asleep).
OnPhysGunPickup
Fired when the player picks up the prop with the physcannon or +USE.
OnPhysGunPunt
Fired when a player punts this object with the physgun.
OnPhysGunOnlyPickup
Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output.
OnPhysGunDrop
Fired when the player drops the prop with the physcannon or USE.
OnPlayerUse
Fired when the player tries to +USE the prop. This output will fire only if the Generate output on +USE spawnflag is set.
OnPlayerPickup
Fired whenever the player picks up this prop (with the physcannon or with +USE).
OnOutOfWorld
Fired whenever the prop is out of the allowed world bounds.